#version 120

varying vec2 texCoord0;
varying vec3 normal0;

uniform sampler2D sampler;
uniform vec3 lightDirection;

void main()
{
	gl_FragColor = texture2D ( sampler, texCoord0 ) * 
		clamp ( dot ( -vec3 (0, 0, 1), normal0 ), 0.0, 1.0);
}
